Hey guys I posted this to the house rules forum, but thought you might also want to take a look here.
Skills: 4+int
Hit Dice: d8
Favored Enemies/Home Field Advantage: At 1st level, the ranger can choose to study a specific group of enemies, and becomes more deadly against them. Against this type of enemy, the ranger recieves a +2 bonus to spot, listen, sense motive, wilderness lore, attack and damage rolls. At 5th level, and every 5 levels after, the ranger can choose an additional favored enemy, and all previous favored enemies bonuses increase by 1.
Home Field Advantage Whenever choosing a favored enemy, the ranger can instead choose a terrain type to which he has become akined. The terrain types are listen in the dmg. When travelling through the terrain, the ranger gains a +1 bonus to spot, listen, search, wilderness lore. In addition he suffers only half the normal movement penalties for that terrain rounded up (if your movement is 1/2, its now 3/4. 3/4 becomes no penalty). Against any creature native to that terrain, the ranger recieves +1 bonus to sense motive and bluff, and to attack and damage rolls. Note: Certain creatures, like some humanoids or undead, have no native terrain type and you cannot use your bonus agaisnt them. At every 5 levels, you can chose a new terrain type or favored enemy, and all previous bonuses again increase by 1.
****My idea above was first that a specific group of enemies is much more narrow than a whole terrain, so I gave them a +2 bonus. Also I added the bonus to attack rolls, because frankly I've always felt rangers should get one, and I would allows this attack roll against even undead, I mean sure you can't hurt them worse but you can study how to get around their defenses. Finally I think the movement bonus might give a little more incentive for rangers to choose jungles and swampes over forests and plains, because I have a feeling that's where the minmaxers would put it.
Track: Rangers get track as a bonus feat at 1st level.
Special Technique: At 2nd level the ranger can learn one special technique.. The possible ones are as follows.
Blade Adept: The ranger has spent great time studying the sword and how to use a pair of them with great accuracy and power. You gain two-weapon fighting and ambidexterity as bonus feats.
Melee Bow Adept: You have learned how to fire a bow effectively at foes admist the chaos of combat. You gain point blank shot and precise shot as bonus feats.
Long Bow Adept: You have trained yourself to fire the maximum distances your bow will allow as well as the eyes to see such distances. You gain a +2 bonus to spot as well as far shot as a bonus feat.
Mounted Adept: You have created a bond between you and the horse that few can match. You get mounted combat and either ride-by attack, mounted archery, or trample as bonus feats.
Exotic Adept: You have spent your time learning the mysteries of the uncommon weapon. You gain exotic weapon proficiency with 3 weapons as bonus feats.
** I thought putting them at 2nd level would lower some of the front-ended ness of the class.
Perception:
Your time spent in the wilderness has made your senses sharp. At 3rd level, and every 3 levels after, you get a bonus to spot and listen as listed below
Stealth: You have learned to move through the wilderness in silence. At 4th level and every 3 levels afterward, you gain a bonus to hide and move silently as shown below.
Special Ability: At 11th, 14th, and 17th levels, the ranger may choose a special ability from the list below.
Stalker: The ranger can cast invisibility as a full round action a number of times per day equal to his caster level.
**This ability may be too powerful, especially at 11th level. I’ll have to think about it.
Immunity: The ranger can become immune to all organic poisons, natural diseases, or one type of energy of his choice. This ability may be taken multiple times.
One with the Wild: The ranger’s bond with the animals of the wild has become even stronger. You now have a druid’s caster level for the purposes of having animal companions.
Enhancement: The ranger has honed his inner abilities even further. You may add +2 to two different saves.
Endurance: You have learned to go beyond your own limits. When below 0 hps, you do not fall unconscious, though you continue to bleed to death normally. You can take a partial action each round, more than that forces you unconscious. You die at –10 hps as normal.
Special Technique: You can choose a special technique in place of an ability.
1st Track, Favored Enemy
2nd Special Technique
3rd Perception +2
4th Stealth +2
5th 2nd Favored Enemy
6th Perception +3
7th Stealth +3
8th
9th Perception +5
10th Stealth +5, 3rd Favored Enemy
11th Special Ability
12th Perception +6
13th Stealth +6
14th Special Ability
15th 4th Favored Enemy, Perception +8
16th Stealth +8
17th Special Ability
18th Perception +9
19th Stealth +9
20th 5th Favored Enemy
**Basically, after all that, the kind and amount of spells the ranger gets (besides animal friendship of course) should be based on balance. He’ll probably need less spells or maybe none at all. Maybe I made him too powerful already. I want your guys opinion. Is he a good alternative, too weak, too strong. Any other suggestions for special abilities, or should I change some of the current ones?